Use this D&D 5E conditions list to check what each condition does, how the main 5E status effects work, and how they change movement, attacks, and saving throws.
D&D 5e has 14 conditions that alter a creature's capabilities during play: Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, and Unconscious. Conditions are caused by spells, monster abilities, environmental hazards, and class features. A condition lasts until it is removed — either by the effect that imposed it ending, a saving throw, or a spell like Lesser Restoration.
Conditions are the main status effects in D&D 5e. When players ask what stunned, restrained, blinded, or other 5e status effects do, they are usually asking about these official conditions and their exact rules text.
- A blinded creature can't see and automatically fails any ability check that requires sight.
- Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
- A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
- The charmer has advantage on any ability check to interact socially with the creature.
- A deafened creature can't hear and automatically fails any ability check that requires hearing.
- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
- The creature can't willingly move closer to the source of its fear.
- A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
- The condition ends if the grappler is incapacitated (see the condition).
- The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
- An incapacitated creature can't take actions or reactions.
- An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
- Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
- A paralyzed creature is incapacitated (see the condition) and can't move or speak.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
- A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
- The creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings.
- Attack rolls against the creature have advantage.
- The creature automatically fails Strength and Dexterity saving throws.
- The creature has resistance to all damage.
- The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
- A poisoned creature has disadvantage on attack rolls and ability checks.
- A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
- The creature has disadvantage on attack rolls.
- An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
- A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
- Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
- The creature has disadvantage on Dexterity saving throws.
- A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
- An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings.
- The creature drops whatever it's holding and falls prone.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
1 - Disadvantage on ability checks
2 - Speed halved
3 - Disadvantage on attack rolls and saving throws
4 - Hit point maximum halved
5 - Speed reduced to 0
6 - Death
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.
Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.
Frequently Asked Questions
There are 14 conditions in D&D 5th Edition: Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, and Unconscious.
Both incapacitate the creature and cause automatic failure on Strength and Dexterity saves. Paralyzed is more severe: the creature cannot move or speak at all, and any attack against it from within 5 feet is automatically a critical hit. Stunned creatures can still speak falteringly and do not grant automatic critical hits.
A Restrained creature's speed becomes 0 and it cannot benefit from any bonus to speed. Attack rolls against it have advantage, its own attack rolls have disadvantage, and it has disadvantage on Dexterity saving throws.
Paralyzed, Stunned, and Unconscious all cause a creature to automatically fail Strength and Dexterity saving throws. Attacks against a Paralyzed or Unconscious creature from within 5 feet also automatically score a critical hit.
Each long rest removes one level of exhaustion, provided the creature has food and water. The Greater Restoration spell also removes one exhaustion level. A creature dies if it reaches exhaustion level 6.
Yes. In D&D 5e, conditions are the game's standard status effects. Terms like stunned, restrained, blinded, and poisoned refer to official conditions with specific rules text and gameplay effects.
A Stunned creature is incapacitated, can't move, can speak only falteringly, automatically fails Strength and Dexterity saving throws, and attack rolls against it have advantage.